Tom Clancy's Splinter Cell - Walkthrough

TOM CLANCY'S SPLINTER CELL. (VERSION 1.0)
NOTE: THIS FAQ IS FOR THE NINTENDO GAMECUBE CONSOLE ONLY.
CONTENTS.
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1. INTRODUCTION.
2. ABOUT THE GAME.
3. WEAPONS AND GADGETS.
4. WALKTHROUGH.
5. CREDITS.
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NOTE: THIS FAQ IS INCOMPLETE.
1. INTRODUCTION.
Ok this is my first time of coming up with a faq so please bear with me with
any errors. Note this faq can be printed for personal use ONLY. Any
unauthorized publishing of this faq will result in legal action and your site
will be shut down immediately. You have been warned. This faq is incomplete
and theres an upcoming one coming soon.
2. ABOUT THE GAME.
This game is violent game to play. It includes a lot of application of useful
strategy and as I said it is violent that's why its rated TEENS. So please if
you cannot withstand violent action, this game is certainly not for you.
3. WEAPONS AND GADGETS.
SC-20K M.A.W.S. (Modular Assault Weapon System) - The bullpup configuration of
this assault rifle makes it light and compact without sacrificing firepower
(5.56x45mm ss109). Its modular configuration allows it to be customized to fit
any mission profile. Equipped with a flash/sound suppresser and combined with
a multipurpose launcher, the SC-20K becomes the obvious choice of weaponry for
Sam when infiltrating enemy territory.
The SC-20K supports both semi-automatic and automatic fire. To manual reload
press the white button or you can just wait for it to auto-reload when the
clip is empty. Another feature of the SC-20K is its sniper scope. By pressing
Y after you've equipped the gun, you can use the scope to hit distant targets
with great accuracy. The targeting reticule will shift while aiming, but you
can hold Sam's breath by pressing in the left trigger to help steady it for a
limited amount of time.
Also, you can use the SC-20K's Multipurpose Launcher by equipping the desired
projectile and pulling the left trigger to shoot. You cannot use the sniper
scope when use the launcher.
Ring Airfoil Projectile - A high-impact, zero penetration projectile designed
to incapacitate rather than kill. Head shots are much more effective than body
shots. The best way to use these is to shoot an enemy with it, then quickly
run up to them and knock them out while they are stunned. You can also stun
enemies then grab them while they are stunned, in case you need to interrogate
them.
Lock Pick - Standard set of picks, wrenches, and probes for bypassing stand
cylinder locks. Some locks will require only two pins to be released, while
others may have up the six. More pins usually means what's behind the door is
more important.
Sticky Camera - A miniature camera with full pan and zoom functionality, plus
night and thermal vision modes. The Sticky Camera feeds its images directly to
Sam's OPSAT. Ideal for advance scouting and intelligence gathering. Sticky
Cams are reusable.
These are good to use in areas where you cannot see what's going on without
revealing yourself. Remember that when using a Sticky Cam, Sam cannot move, so
be sure to be a safe, dark place. Also, make sure you launch the Sticky Cam in
a place where you can easily retrieve it.
Sticky Shocker - A high-voltage discharge device coated in adhesive resin. The
Sticky Shocker will adhere to an enemy and give him an incapacitating shock.
Also, because it delivers an electrical charge, the Sticky Shocker can be
fired into a pool of water instead of directly at an enemy. A great way to
take out multiple enemies.
Gas Grenade - Standard CS (0-chlorobenzalmalononitrile) gas canister grenade
can incapacitate groups of enemies. Exposure to CS gas causes violent
respiratory seizure. Prolonged exposure causes unconsciousness.
Because the gas cloud is so large, use the Gas Grenade when there are a lot of
enemies in an enclosed area, but make sure to keep your distance. Get too
close and your health will start to drain. You can equip your thermal goggles
to see through the gas cloud to make sure all the enemies are down. Also,
remember that the grenade tends to bounce a little after it hits the ground,
so try and compensate for it when aiming.
Distraction Camera - An adaptation of the Sticky Camera. The Distraction
Camera has had its pan and zoom motors as well as its vision enhancement
apparatus replaced with a noisemaker and a CO2 gas canister. The device can be
triggered to attract enemies with sound and then dispense a cloud of
incapacitating gas when they are nearby.
The Distraction Camera is best used when you must get past a guard. Shoot the
camera at a vertical surface and use the noisemaker to lure the guard. Because
its gas cloud is relatively small, it is best used against single enemies.
Also, the closer the gas is the enemies face, the better it will work so aim
the camera at heights close to the enemies heads. You can reuse a Distraction
Camera, but only its noisemaker function. The gas function only works once. If
you do pick up a used one, it will be the first one launched. This comes in
handy when you only need a noisemaker and want to save your gas-enabled
cameras for later.
SC Pistol - The SC Pistol tactical model with single-action trigger and a 20-
round magazine comes equipped with a silencer/flash suppressor. Its 5.72x28mm
rounds offer good penetration against modern body armor, while keeping the
weapon's weight, dimensions, and recoil at reasonable levels.
A great weapon for taking out lights and single enemies that you have
targeted. A couple shots to the head usually does the trick. Because the fire
rate is so slow, don't use this weapon in any sort of firefight.
Laser Microphone T.A.K. (Tactical Audio Kit) - A laser-operated microphone
integrated in the SC Pistol that enables the user to read the vibration off
certain surfaces (mainly glass windows). Used to listen in on conversations.
Make sure Sam is in a safe place when using the Laser Microphone because while
using it, he is vulnerable to attack.
Camera Jammer - The Camera Jammer emits microwave pulses that disrupt the
characteristic signals used in the microcircuitry of surveillance cameras. The
Camera Jammer operates off of a capacitor that must be allowed to recharge
from its battery after a short time.
Optic Cable - This flexible cable/camera can easily be slipped under doors to
view the other side. Complete with night vision enhancement. It's always a
good idea to check behind a closed door, especially if you hear activity
behind it.
Disposable Pick - Unconventional lock picks, these microexplosive-shaped
charges deliver a quick impact to any standard lock cylinder that will shatter
the pins and unlock the door. These come in handy when you don't have time to
use the normal lock pick, and must open a door in a hurry.
Night Vision Headset - Night Vision goggles amplify very low existing light,
especially lights at the lower end of the infrared spectrum. Make sure to
watch your stealth meter when using night vision because it can be difficult
to tell what is dark and what is light.
Thermal Vision Headset - Similar to Night Vision, Thermal vision is an
essential tool in low light situations. This technology differs from Night
Vision in that it captures the upper level of the infrared light spectrum,
which is emitted as heat rather than reflected as light. Best used to see
through gas clouds, and also to see what numbers were pressed on a keypad.
Items
Some objects, like grenades, flares, or other miscellaneous objects in the
world, can be thrown. To throw an object, equip it and press the X button. A
series of reticules on screen will show your aiming trajectory. Use the Right
Thumb stick to aim and the Left Trigger to flatten or arch the trajectory.
Pull the Right Trigger to throw the object or the X button again to abort the
throw.
Wall Mine - The Wall Mine is a motion-sensitive explosive device that can be
attached to almost any surface. To deactivate and pick up a wall mine, wait
for the green light before picking it up. Also, be careful to remember where
you set the mines so you don't accidentally blow yourself up. It really
doesn't feel that good.
Chemical Flare - Chemical Flares are lightweight plastic sticks filled with a
binary chemical agent. When the inner containers are cracked, the chemical
agents mix, causing the stick to glow. Useful for attracting and distracting
enemies.
Frag Grenade - The 14-ox M67 fragmentation grenade consists of a 2.5" steel
sphere surrounding 6.5 ounces of high explosive. Upon detonation, the steel
sphere shatters, emitting a burst of high-velocity shrapnel. Best used for
groups of enemies. You can also bank the grenade off walls. Just make sure it
goes around a wall and not back at you!
Medical Kit - Standard first-aid kit that will restore about 20% of your
health.
Bullet Box - Find it to retrieve 30 rounds of ammo for either the SC Pistol,
or the SC-20K.
Coke Cans and Glass Bottles - You can find these all over the different
levels. You'll mainly use them to distract/lure an enemy by throwing it and
creating a noise. Be careful when using a glass bottle - The broken glass
created after you throw it makes lots of noise when you walk on it.
4. WALKTHROUGH
Ok we're ready to play the game so lets begin. First of all you start out at a
training camp. Lambert will chime in to speak to you and check your implanted
speaker. Then turn to the red light on your left. Then the one to your right,
then the one on the ceiling and the one on the ground. Then he will tell you
to climb to the ledge over the pool. Walk up to it and press Y to jump and
grab it the with your control stick, move sideways till u come to the open
area then go up to the other side.
After you hear the transmission from Lambert, climb up to the ladder. Just go
on to it and he will hang by himself on it then climb till u get up. The
moment you are up, read the clue and then stand under the zip line and press Y
you will grab hold of it and slide down. Once you are on the other side, walk
towards the pole and climb it like you are climbing a ladder. Run pass through
those curtains or whatever they are and press X for Sam to crouch. When you
get under the horizontal pole and press Y to grab it and then slide on it
until you reach the hole. Read the clue and then press X for Sam to use his
legs to hold on to the pole too. This way, he can pass through the small
hole. Then continue down and then the next clue tells you how to put Sam's
back to a wall. When you reach the narrow path, (its at the left side of that
open area) press A for Sam to put his back to the wall, and then go to the
other side.
There's another pole so climb it and then down the ladder. Now you will come
to an area that is kind of dark. Find the place where the 2 walls meet and
then u have to do a split jump. Press Y and while in the air hit Y button
again to do the split jump. Now you should be over the gate. Colonel Lambert
should chime in now and tell you that you will be going to Covert Ops. Just go
on walking and then an option will come for you to save the game or not.
Choose an option and then move on to Covert Ops training.
Covert Ops
Ok now we are moving to another stage of training. Read the clues and walk
straight ahead until you come to the door that has to be lock picked. Select
the lock pick option and with your control stick carefully move it around
until it gets to the position where it clicks. Once the door is unlocked, read
the clue and then sneak up behind the man and press A to grab him and force
him to give you the code for the door. Once you have the code, use it and open
the door and then read the next clue. The next door is retinal scanner locked
and the officer behind the door is the person that can open it only. But he
has been instructed not to so convince him otherwise. Sneak up behind him and
then press A to grab him and then press A again to make him open the retinal
scanner locked door with his eyes. Then press L to knock him out.
Now our gun comes into use. You will have to shoot out the lights so as to
prevent the cameras from spotting you. Pull out your gun by pressing R and aim
for the lights with your yellow C stick. Then shoot out the first light near
you by pressing R. Then aim for the other light near the camera and shoot it
out. Then put on your night vision by pressing Z (if you cant see) and walk up
to the next room. Read the next clue and in this room, you will have to use
the shadows on the floor to pass through. Note that you will have to time your
movement to pass through the camera. Now when the camera isn't focused on you,
go into the shadows and repeat this until you are at the other door. Open it
and read the next clue. You will have to knock this guy out and hide his body
before the patrolling guard finds it. Sneak up behind him and press A to grab
him and press L to knock him out. And then stand in front of his body and
press A to carry his body. Then go to one of the empty dark spaces on the
other end of the room, and wait till the guard finishes his search and come
back.
Now go to the area where you knocked out that you were hiding from the
patrolling guard and continue through that door. You will come to a room.
Lambert will tell you that you have to pass through this room quietly. This
took me a while before I could pass this one. First of all crouch and then go
to the steaming area. Now this place is very hard and can seem almost
impossible to pass. Approach the steaming area QUIETLY and walk slowly. Watch
out for the chains because once you touch them, you have to restart that room
again. The first chain is to the right. The second chain is to the left, and
the third chain is to the right. So move the opposite way of the chains so as
not to come in contact with them. Then still move quietly until you come the
other side where the stairs is and then Lambert will come in and say: Have
you started yet? Fisher Holy Christmas you're at the end. Phenomenal work.
Lets move on. Save the game and move on. You're done with mission one so move
on.
PART 2
T'Bilisi Old Town, T'Bilisi, Georgia:
October 16, 2004, 20:01 hours
MISSION BRIEFING:
Locate CIA agents Blaustien and Madison. Agent Alison Madison covertly in the
Georgian political arena for two years, securing a role in President
Nikoladze's cabinet after his coup d'etat. Special agent Robert Blaustein was
also in Georgia. They both vanished on October 11.
MISSION OBJECTIVES:
1. Meet with local NSA informant Thomas Gurgendize for information on
Blaustein's area of operation.
2. Find the black box hidden in Blaustein's apartment.
3. Find Gurgenidze's dead drop in Morevi Square to figure out how to get into
the Police Precinct.
4. Locate Agent Blaustein in the Police Precinct.
5. Access the Police Precinct's security surveillance system.
6. Meet Jr. Wilkes in front of the Police Precinct for extraction.
Ok after the conversation with Lambert, move forward and up the stairs and
then jump and climb the ladder. Then when you get up the roof, go to the trap
door and open it and then go down. Then put on your night vision and then
continue through the small pathway. Go to the end and then climb up the thick
pole. Then when you come up, slide down the zip line and go to the burning
building. Go to the door and on the hallway that is on fire, go through the
other door to the left. Go left and head onto the staircase. Go down and on
the first door you see to your right and then press Y to hang on to it and
then go down the pole. When the female agent chimes in, listen to her very
well and turn left, and go through the door on the right. In the room, put on
your night vision goggles and then go through the other door at the end. Go
through the open door, and then go up the stairs at the top. In the next hall,
go through the door on the left, and then go to the left side of the room to
meet the contact. Talk to him and then after you talk to him, go to the west
side of the room, the wall opposite it, and go through the door. At the next
room, shoot out the skylights to avoid suffocating from the smoke. Wait for
the smoke to clear and then take the door to the right in the next room. Now
youre unto the next part of the mission. When the save option comes in, save
it and move on.
Now Lambert will chime in so listen, and then run to the edge of the walkway
and
press Y to climb the pole. Hit X to put Sam's legs on the pole. Stay in the
little dark area and listen to the Russian guy talking. Wait till he finishes
and then shoot the guy in front of the house then run ahead and shoot the
door. This will trigger the guy inside to come outside. Blast his brains out
and move on into the house
Go through the curtains and into the bedroom. When in the bedroom, look for
the painting and slide it open. Then use the computer. Lambert will chime in
and give you some information. Listen and then go to the door and use the
keypad. Type in your code and then open the door. In the balcony walkway,
there will be a zip line so take it. You'll be inside another building. Go
through the empty building, and then go down the
pole at the end. Open the trap door. When you go down, the save option will
come. Save the game and move on. Lambert will chime in now so listen. Now you
are allowed to go into the Georgian streets if you must. Go to the brown door.
Pick the lock with your lock picks. Then go down the hallway.
This is the end of this first version of this faq. An upcoming version is
coming soon. So take care. Email me if you have any questions or comments at
Stormdevil234@yahoo.com.
5. CREDITS
I would to thank my mom for her support on this faq, my cousin Bill for his
help and my brother Chris for his support.